Hybrid MBlur: A Systematic Approach to Augment Rasterization with Ray Tracing for Rendering Motion Blur in Games
Yu Wei Tan, Xiaohan Cui, Anand Bhojan

TL;DR
This paper introduces a hybrid rendering method combining rasterization and ray tracing to improve motion blur quality in games, especially for partial occlusions, with acceptable performance overhead.
Contribution
It presents a real-time hybrid approach that uses hardware-accelerated ray tracing to correct partial occlusion artifacts in motion blur rendering, advancing previous methods.
Findings
Improved motion blur quality with accurate partial occlusion handling
Reasonable performance overhead compared to traditional post-process methods
Effective integration of ray tracing into real-time game rendering
Abstract
Motion blur is commonly used in game cinematics to achieve photorealism by modelling the behaviour of the camera shutter and simulating its effect associated with the relative motion of scene objects. A common real-time post-process approach is spatial sampling, where the directional blur of a moving object is rendered by integrating its colour based on velocity information within a single frame. However, such screen space approaches typically cannot produce accurate partial occlusion semi-transparencies. Our real-time hybrid rendering technique leverages hardware-accelerated ray tracing to correct post-process partial occlusion artifacts by advancing rays recursively into the scene to retrieve background information for motion-blurred regions, with reasonable additional performance cost for rendering game contents. We extend our previous work with details on the design, implementation,…
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